TimelineFX 1.34 problem with BlitzMax NG 0.77 You are here: Home / Latest News/Blog / TimelineFX 1.34 problem with BlitzMax NG 0.77 Home › Forums › TimelineFX Module › TimelineFX 1.34 problem with BlitzMax NG 0.77 This topic contains 6 replies, has 2 voices, and was last updated by Armoured 1 year, 2 months ago. Viewing 7 posts - 1 through 7 (of 7 total) Author Posts February 2, 2017 at 12:37 pm #6049 ArmouredParticipant Hi, 1) I have downloaded your extra modules and I compile it with success 2) I put your rigz modules in my mod directory and I compiled it but an error is occured stopping the compilation the error is in timelinefx.bmx and the message is: Compile Error Can’t find interface for module ‘gman.zipengine’ I made errors? February 2, 2017 at 9:14 pm #6050 peterigzKeymaster I’ll need to update those extra modules so they work with NG. I do have it working here I just need to sort a few things out with it and then I’ll upload it as soon as it’s ready. February 2, 2017 at 9:17 pm #6051 ArmouredParticipant Ok thanks peterigz 🙂 February 4, 2017 at 5:03 pm #6054 peterigzKeymaster Hi, you can try this zip file which contains the extra mods here: https://www.rigzsoft.co.uk/files/timelinefxng.zip I’ve tested on windows and it seems to work ok here. You’ll need to build modules, let me know how you get on 🙂 February 4, 2017 at 7:31 pm #6055 ArmouredParticipant Now works well and on Windows 10 I have recompiled with success your Vaders demo adapted for BlitzMax NG. 🙂 Do you want a test on Mac Os? Why you don’t include again the Vaders demo with your module? February 4, 2017 at 7:41 pm #6333 peterigzKeymaster Great. No reason that I don’t include vaders I just haven’t looked at that code in ages! Give it a go on Mac, I have tried NG on mac but didn’t quite get everything working yet but I was trying to build the editor though, the module on it’s own might be ok. If I can get the editor building in NG I’d like to use the mojo module and try effects with shaders. February 5, 2017 at 2:17 pm #6334 ArmouredParticipant The module unfortunately doesn’t compile on Mac. The compilation end with this error: Compile Error 207: error: expected expression struct rigz_collision_tlQuadTreeNode_obj* volatile bbt_4=((struct rigz_collision_tlQuadTreeNode_obj**)BBARRAYDATAINDEX((o->_rigz_collision_tlquadtree_map ),(o->_rigz_collision_tlquadtree_map )->dims,(*()) * ((BBLONG)bbt_x) + ((BBLONG)bbt_y)))[(*()) * ((BBLONG)bbt_x) + ((BBLONG)bbt_y)]; A possible cause of the problem is that Mac OS is using the 0.70 version of BlitzMax NG when Windows is using the 0.77 version :/ This reply was modified 1 year, 2 months ago by Armoured. Author Posts Viewing 7 posts - 1 through 7 (of 7 total) You must be logged in to reply to this topic.